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👋 Hello there, I'm Burak Canik

📄 Latest write-up: Optimized Wireframe Rendering

I'm a C++ graphics programmer from İstanbul, Turkey, currently building my own renderer Kakadu to study real-time rendering.
I've been diving deep into real-time rendering these last few years.
I’ve spent the last decade writing C++ for both game/graphics programming and commercial industrial applications in the space frame systems industry, working on proprietary software for structural analysis and design, as well as CNC post-processing and other tooling.


🍳 What I’m Working On

  • 🦜 Kakadu Engine: A study renderer & sandbox built in C++20.
  • 🏗️ UKAP: Proprietary structural design + analysis software
    Integrating OpenCascade kernel for 3D viz. and also developing the supplementing suite of tools necessary for the client's workflow such as CNC postprocessor and sphere editors etc.
  • ✍️ Writing Just finished a multi-part blog series on optimized wireframe rendering!
    (Geometry, clipping, optimization and floating point precision pitfalls)

🚀 Career Goals

I’m aiming to join a graphics/rendering team at a AAA or technically ambitious studio to work directly on engine-level rendering systems.


🧾 Blog

Check out my posts on computer graphics and rendering R&D: 🔗 fauder.github.io


🧶 Fun Facts

  • Aerospace Engineering → Computer Science dropout turned engine dev.
  • Co-founded a mobile game studio; built 60+ game prototypes.
  • Currently trying to toughen-up my little fingers to get those wpms!

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